using System.Collections;
using System.Collections.Generic;
using QFramework;
using UnityEngine;

namespace ProjectQ
{
    public class Global : Architecture<Global>
    {

#if UNITY_EDITOR
        [UnityEditor.MenuItem("QFramework/Clear All Data")]
        public static void ClearAllData()
        {
            PlayerPrefs.DeleteAll();
        }
#endif

        public static BindableProperty<int> HP = new BindableProperty<int>(3);

        [RuntimeInitializeOnLoadMethod]
        public static void AutoInit()
        {
            Debug.Log("Global Init");
            ResKit.Init();
        }

        //获取Architecture的时候调用
        protected override void Init()
        {
            Debug.Log("这里进行注册");
        }
    }
}